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https://github.com/aelurum/AssetStudio.git
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move glsl file to resource file
This commit is contained in:
parent
14bd7f9789
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120
Unity Studio/Resource1.Designer.cs
generated
Normal file
120
Unity Studio/Resource1.Designer.cs
generated
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@ -0,0 +1,120 @@
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||||
//------------------------------------------------------------------------------
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// <auto-generated>
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||||
// 此代码由工具生成。
|
||||
// 运行时版本:4.0.30319.42000
|
||||
//
|
||||
// 对此文件的更改可能会导致不正确的行为,并且如果
|
||||
// 重新生成代码,这些更改将会丢失。
|
||||
// </auto-generated>
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||||
//------------------------------------------------------------------------------
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||||
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namespace Unity_Studio {
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using System;
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||||
|
||||
|
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/// <summary>
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||||
/// 一个强类型的资源类,用于查找本地化的字符串等。
|
||||
/// </summary>
|
||||
// 此类是由 StronglyTypedResourceBuilder
|
||||
// 类通过类似于 ResGen 或 Visual Studio 的工具自动生成的。
|
||||
// 若要添加或移除成员,请编辑 .ResX 文件,然后重新运行 ResGen
|
||||
// (以 /str 作为命令选项),或重新生成 VS 项目。
|
||||
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
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||||
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
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[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
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internal class Resource1 {
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private static global::System.Resources.ResourceManager resourceMan;
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private static global::System.Globalization.CultureInfo resourceCulture;
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[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
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internal Resource1() {
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||||
}
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||||
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||||
/// <summary>
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||||
/// 返回此类使用的缓存的 ResourceManager 实例。
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||||
/// </summary>
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||||
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
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internal static global::System.Resources.ResourceManager ResourceManager {
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||||
get {
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if (object.ReferenceEquals(resourceMan, null)) {
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global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("Unity_Studio.Resource1", typeof(Resource1).Assembly);
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resourceMan = temp;
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}
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return resourceMan;
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}
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}
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||||
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||||
/// <summary>
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||||
/// 使用此强类型资源类,为所有资源查找
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||||
/// 重写当前线程的 CurrentUICulture 属性。
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||||
/// </summary>
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||||
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
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internal static global::System.Globalization.CultureInfo Culture {
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get {
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return resourceCulture;
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}
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set {
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resourceCulture = value;
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}
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}
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||||
/// <summary>
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||||
/// 查找类似 #version 140
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||||
///
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||||
///in vec3 surfaceNormal;
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///in vec3 toLightVector;
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///in vec4 color;
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///
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///out vec4 outputColor;
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///
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///void main()
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///{
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/// vec3 lightColor = vec3(0.5, 0.5, 0.5);
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///
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/// // Ambient
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/// float ambientStrength = 0.9;
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/// vec3 ambient = ambientStrength * lightColor;
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///
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/// // Diffuse
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/// vec3 unitNormal = normalize(surfaceNormal);
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/// vec3 unitLightVector = normalize(toLightVector);
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/// float nDotProduct = dot(unitNormal, unitLightVector);
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/// float brightness = clamp(nDotProduct, 0, 1); // max(nDotProduct, 0.0);
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/// vec3 diffuse [字符串的其余部分被截断]"; 的本地化字符串。
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/// </summary>
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||||
internal static string fs {
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get {
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return ResourceManager.GetString("fs", resourceCulture);
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}
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}
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/// <summary>
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/// 查找类似 #version 140
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///
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///in vec3 vertexPosition;
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///in vec3 normalDirection;
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///in vec4 vertexColor;
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///uniform mat4 viewMatrix;
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///
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///out vec3 surfaceNormal;
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///out vec3 toLightVector;
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///out vec4 color;
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///
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///void main()
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///{
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/// vec3 lightPosition = vec3(200.0, 200.0, 200.0);
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/// gl_Position = viewMatrix * vec4(vertexPosition, 1.0);
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/// surfaceNormal = normalDirection;
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||||
/// toLightVector = lightPosition - vertexPosition;
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||||
/// color = vertexColor;
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///} 的本地化字符串。
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/// </summary>
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internal static string vs {
|
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get {
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return ResourceManager.GetString("vs", resourceCulture);
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}
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||||
}
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||||
}
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||||
}
|
170
Unity Studio/Resource1.resx
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170
Unity Studio/Resource1.resx
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@ -0,0 +1,170 @@
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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||||
|
||||
Version 2.0
|
||||
|
||||
The primary goals of this format is to allow a simple XML format
|
||||
that is mostly human readable. The generation and parsing of the
|
||||
various data types are done through the TypeConverter classes
|
||||
associated with the data types.
|
||||
|
||||
Example:
|
||||
|
||||
... ado.net/XML headers & schema ...
|
||||
<resheader name="resmimetype">text/microsoft-resx</resheader>
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||||
<resheader name="version">2.0</resheader>
|
||||
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
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||||
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
|
||||
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
|
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
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<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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||||
</data>
|
||||
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
|
||||
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
|
||||
<comment>This is a comment</comment>
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||||
</data>
|
||||
|
||||
There are any number of "resheader" rows that contain simple
|
||||
name/value pairs.
|
||||
|
||||
Each data row contains a name, and value. The row also contains a
|
||||
type or mimetype. Type corresponds to a .NET class that support
|
||||
text/value conversion through the TypeConverter architecture.
|
||||
Classes that don't support this are serialized and stored with the
|
||||
mimetype set.
|
||||
|
||||
The mimetype is used for serialized objects, and tells the
|
||||
ResXResourceReader how to depersist the object. This is currently not
|
||||
extensible. For a given mimetype the value must be set accordingly:
|
||||
|
||||
Note - application/x-microsoft.net.object.binary.base64 is the format
|
||||
that the ResXResourceWriter will generate, however the reader can
|
||||
read any of the formats listed below.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.binary.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
|
||||
: and then encoded with base64 encoding.
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||||
|
||||
mimetype: application/x-microsoft.net.object.soap.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.bytearray.base64
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||||
value : The object must be serialized into a byte array
|
||||
: using a System.ComponentModel.TypeConverter
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||||
: and then encoded with base64 encoding.
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||||
-->
|
||||
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
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||||
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
|
||||
<xsd:element name="root" msdata:IsDataSet="true">
|
||||
<xsd:complexType>
|
||||
<xsd:choice maxOccurs="unbounded">
|
||||
<xsd:element name="metadata">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" use="required" type="xsd:string" />
|
||||
<xsd:attribute name="type" type="xsd:string" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" />
|
||||
<xsd:attribute ref="xml:space" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="assembly">
|
||||
<xsd:complexType>
|
||||
<xsd:attribute name="alias" type="xsd:string" />
|
||||
<xsd:attribute name="name" type="xsd:string" />
|
||||
</xsd:complexType>
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||||
</xsd:element>
|
||||
<xsd:element name="data">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
|
||||
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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||||
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
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||||
<xsd:attribute ref="xml:space" />
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||||
</xsd:complexType>
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</xsd:element>
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||||
<xsd:element name="resheader">
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||||
<xsd:complexType>
|
||||
<xsd:sequence>
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||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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||||
</xsd:sequence>
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||||
<xsd:attribute name="name" type="xsd:string" use="required" />
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||||
</xsd:complexType>
|
||||
</xsd:element>
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||||
</xsd:choice>
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||||
</xsd:complexType>
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||||
</xsd:element>
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||||
</xsd:schema>
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||||
<resheader name="resmimetype">
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||||
<value>text/microsoft-resx</value>
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||||
</resheader>
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||||
<resheader name="version">
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||||
<value>2.0</value>
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||||
</resheader>
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||||
<resheader name="reader">
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||||
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<resheader name="writer">
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||||
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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||||
</resheader>
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||||
<data name="fs" xml:space="preserve">
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||||
<value>#version 140
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|
||||
in vec3 surfaceNormal;
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in vec3 toLightVector;
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||||
in vec4 color;
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||||
|
||||
out vec4 outputColor;
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||||
|
||||
void main()
|
||||
{
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||||
vec3 lightColor = vec3(0.5, 0.5, 0.5);
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||||
|
||||
// Ambient
|
||||
float ambientStrength = 0.9;
|
||||
vec3 ambient = ambientStrength * lightColor;
|
||||
|
||||
// Diffuse
|
||||
vec3 unitNormal = normalize(surfaceNormal);
|
||||
vec3 unitLightVector = normalize(toLightVector);
|
||||
float nDotProduct = dot(unitNormal, unitLightVector);
|
||||
float brightness = clamp(nDotProduct, 0, 1); // max(nDotProduct, 0.0);
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||||
vec3 diffuse = brightness * lightColor;
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||||
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// Output Color
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vec4 result = color * vec4((ambient + diffuse/2), 0.0);
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||||
outputColor = result;
|
||||
}</value>
|
||||
</data>
|
||||
<data name="vs" xml:space="preserve">
|
||||
<value>#version 140
|
||||
|
||||
in vec3 vertexPosition;
|
||||
in vec3 normalDirection;
|
||||
in vec4 vertexColor;
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||||
uniform mat4 viewMatrix;
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||||
|
||||
out vec3 surfaceNormal;
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||||
out vec3 toLightVector;
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out vec4 color;
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|
||||
void main()
|
||||
{
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vec3 lightPosition = vec3(200.0, 200.0, 200.0);
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||||
gl_Position = viewMatrix * vec4(vertexPosition, 1.0);
|
||||
surfaceNormal = normalDirection;
|
||||
toLightVector = lightPosition - vertexPosition;
|
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color = vertexColor;
|
||||
}</value>
|
||||
</data>
|
||||
</root>
|
@ -136,6 +136,11 @@
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||||
<Compile Include="AboutBox.Designer.cs">
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||||
<DependentUpon>AboutBox.cs</DependentUpon>
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</Compile>
|
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<Compile Include="Resource1.Designer.cs">
|
||||
<DependentUpon>Resource1.resx</DependentUpon>
|
||||
<AutoGen>True</AutoGen>
|
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<DesignTime>True</DesignTime>
|
||||
</Compile>
|
||||
<Compile Include="Unity Classes\AssetBundle.cs" />
|
||||
<Compile Include="Unity Studio Classes\AssetPreloadData.cs" />
|
||||
<Compile Include="Unity Classes\AudioClip.cs" />
|
||||
@ -198,14 +203,15 @@
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||||
<DependentUpon>Resources.resx</DependentUpon>
|
||||
<DesignTime>True</DesignTime>
|
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</Compile>
|
||||
<EmbeddedResource Include="Resource1.resx">
|
||||
<Generator>ResXFileCodeGenerator</Generator>
|
||||
<LastGenOutput>Resource1.Designer.cs</LastGenOutput>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="UnityStudioForm.resx">
|
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<DependentUpon>UnityStudioForm.cs</DependentUpon>
|
||||
<SubType>Designer</SubType>
|
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</EmbeddedResource>
|
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<None Include="app.config" />
|
||||
<None Include="fs.glsl">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
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</None>
|
||||
<None Include="Properties\Settings.settings">
|
||||
<Generator>SettingsSingleFileGenerator</Generator>
|
||||
<LastGenOutput>Settings.Designer.cs</LastGenOutput>
|
||||
@ -215,9 +221,6 @@
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||||
<DependentUpon>Settings.settings</DependentUpon>
|
||||
<DesignTimeSharedInput>True</DesignTimeSharedInput>
|
||||
</Compile>
|
||||
<None Include="vs.glsl">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<BootstrapperPackage Include=".NETFramework,Version=v4.0,Profile=Client">
|
||||
|
@ -136,6 +136,11 @@
|
||||
<Compile Include="AboutBox.Designer.cs">
|
||||
<DependentUpon>AboutBox.cs</DependentUpon>
|
||||
</Compile>
|
||||
<Compile Include="Resource1.Designer.cs">
|
||||
<AutoGen>True</AutoGen>
|
||||
<DesignTime>True</DesignTime>
|
||||
<DependentUpon>Resource1.resx</DependentUpon>
|
||||
</Compile>
|
||||
<Compile Include="Unity Classes\AssetBundle.cs" />
|
||||
<Compile Include="Unity Studio Classes\AssetPreloadData.cs" />
|
||||
<Compile Include="Unity Classes\AudioClip.cs" />
|
||||
@ -198,14 +203,15 @@
|
||||
<DependentUpon>Resources.resx</DependentUpon>
|
||||
<DesignTime>True</DesignTime>
|
||||
</Compile>
|
||||
<EmbeddedResource Include="Resource1.resx">
|
||||
<Generator>ResXFileCodeGenerator</Generator>
|
||||
<LastGenOutput>Resource1.Designer.cs</LastGenOutput>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="UnityStudioForm.resx">
|
||||
<DependentUpon>UnityStudioForm.cs</DependentUpon>
|
||||
<SubType>Designer</SubType>
|
||||
</EmbeddedResource>
|
||||
<None Include="app.config" />
|
||||
<None Include="fs.glsl">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Properties\Settings.settings">
|
||||
<Generator>SettingsSingleFileGenerator</Generator>
|
||||
<LastGenOutput>Settings.Designer.cs</LastGenOutput>
|
||||
@ -215,9 +221,6 @@
|
||||
<DependentUpon>Settings.settings</DependentUpon>
|
||||
<DesignTimeSharedInput>True</DesignTimeSharedInput>
|
||||
</Compile>
|
||||
<None Include="vs.glsl">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<BootstrapperPackage Include=".NETFramework,Version=v4.0,Profile=Client">
|
||||
|
@ -1712,8 +1712,8 @@ namespace Unity_Studio
|
||||
GL.Viewport(0, 0, glControl1.ClientSize.Width, glControl1.ClientSize.Height);
|
||||
GL.ClearColor(Color.CadetBlue);
|
||||
pgmID = GL.CreateProgram();
|
||||
loadShader("vs.glsl", ShaderType.VertexShader, pgmID, out vsID);
|
||||
loadShader("fs.glsl", ShaderType.FragmentShader, pgmID, out fsID);
|
||||
loadShader("vs", ShaderType.VertexShader, pgmID, out vsID);
|
||||
loadShader("fs", ShaderType.FragmentShader, pgmID, out fsID);
|
||||
GL.LinkProgram(pgmID);
|
||||
GL.UseProgram(pgmID);
|
||||
attributeVertexPosition = GL.GetAttribLocation(pgmID, "vertexPosition");
|
||||
@ -1726,10 +1726,8 @@ namespace Unity_Studio
|
||||
private void loadShader(string filename, ShaderType type, int program, out int address)
|
||||
{
|
||||
address = GL.CreateShader(type);
|
||||
using (StreamReader sr = new StreamReader(filename))
|
||||
{
|
||||
GL.ShaderSource(address, sr.ReadToEnd());
|
||||
}
|
||||
var str = (string)Resource1.ResourceManager.GetObject(filename);
|
||||
GL.ShaderSource(address, str);
|
||||
GL.CompileShader(address);
|
||||
GL.AttachShader(program, address);
|
||||
GL.DeleteShader(address);
|
||||
|
@ -1,27 +0,0 @@
|
||||
#version 140
|
||||
|
||||
in vec3 surfaceNormal;
|
||||
in vec3 toLightVector;
|
||||
in vec4 color;
|
||||
|
||||
out vec4 outputColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lightColor = vec3(0.5, 0.5, 0.5);
|
||||
|
||||
// Ambient
|
||||
float ambientStrength = 0.9;
|
||||
vec3 ambient = ambientStrength * lightColor;
|
||||
|
||||
// Diffuse
|
||||
vec3 unitNormal = normalize(surfaceNormal);
|
||||
vec3 unitLightVector = normalize(toLightVector);
|
||||
float nDotProduct = dot(unitNormal, unitLightVector);
|
||||
float brightness = clamp(nDotProduct, 0, 1); // max(nDotProduct, 0.0);
|
||||
vec3 diffuse = brightness * lightColor;
|
||||
|
||||
// Output Color
|
||||
vec4 result = color * vec4((ambient + diffuse/2), 0.0);
|
||||
outputColor = result;
|
||||
}
|
@ -1,19 +0,0 @@
|
||||
#version 140
|
||||
|
||||
in vec3 vertexPosition;
|
||||
in vec3 normalDirection;
|
||||
in vec4 vertexColor;
|
||||
uniform mat4 viewMatrix;
|
||||
|
||||
out vec3 surfaceNormal;
|
||||
out vec3 toLightVector;
|
||||
out vec4 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lightPosition = vec3(200.0, 200.0, 200.0);
|
||||
gl_Position = viewMatrix * vec4(vertexPosition, 1.0);
|
||||
surfaceNormal = normalDirection;
|
||||
toLightVector = lightPosition - vertexPosition;
|
||||
color = vertexColor;
|
||||
}
|
Loading…
Reference in New Issue
Block a user